This supplement for the D&D game provides everything you need to expand the power of arcane magic for characters of any class. Along with new base classes, prestige classes, feats, spells, monsters, and magic items, Complete Arcane provides guidelines for spell duels, arcane organizations, and other aspects of a campaign world imbued with magic.

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Contents

Born of a supernatural bloodline, a warlock seeks to master the perilous magic that suffuses his soul. Unlike sorcerers or wizards, who approach arcane magic through the medium of spells, a warlock invokes powerful magic through nothing more than an effort of will. By harnessing his innate magical gift through fearsome determination and force of will,a warlock can perform feats of supernatural stealth, beguile the weak-minded, or scour his foes with blasts of eldritch power.

Warmage

10

Some spellcasters care for only one thing: war. They dream of steel and mighty blasts of devastating magic, the march of troops, and the unleashed destruction found on battlefields everywhere. Graduates of special arcane war colleges, those known as warmages are drilled only and utterly in the casting of spells most useful for laying down destruction, confusing an enemy, or screening an allied action. The utilitarian spells used by wizards and sorcerers have little importance to a warmage’s way of thinking. What are support casters for, after all? A warmage cares only for success on the battlefield, or, in some cases, in the series of smaller campaigns favored by adventuring companies.

Wu Jen

14

Wu jen are spellcasters with mysterious powers. They command the elements, spirit forces, and the powers of nature. They are seldom found living with the rest of human society. Instead, they live as hermits in the wilderness, purifying their bodies and minds to contact the various natural and supernatural powers of the world. From these entities they learn their spells—magical means to control the invisible forces of the world.

The temptation of power drives some people to extreme lengths, regardless of the consequences. Replacing your own skin with that of a living demon is a goal that most couldn’t even conceive of, let alone consider. But this ghastly fate is exactly what some spellcasters seek in their desperate quest.

Alienist

21

Alienists deal with powers and entities from terrifyingly remote reaches of space and time. For them, magical power is the triumph of the mind over the rude boundaries of dimension, distance, and often, sanity. With knowledge and determination, they pierce the barrier at the edge of time itself. In the Far Realm, outside time, Herculean minds drift, absorbed in contemplations of madness. Unspeakable beings whisper terrifying secrets to those who dare communication.

These secrets were not meant for mortals, but the alienist plunges into abysses of chaos and entropy that would blast a weaker mind. An alienist’s mad certainty is sometimes strong enough to sway others to believe in her own future transcendence.

Argent Savant

24

Of all the energies summoned or shaped by magic, force is perhaps the most pure. No analog for this power exists in the physical world; it comes into being only through the medium of spells, and therefore represents a perfection of intent that contradicts the imperfection of the everchanging world and its mutable elements. Sometimes referred to as the “force mage,” the argent savant regards spells that evoke or apply magical force as the noblest and most fascinating spells at her disposal, and she seeks to increase her understanding and control of this mystical power at every opportunity.

Blood Magus

26

Death is the ultimate risk that spellcasters, like all adventurers, must contend with. Some are cut down before they have a chance at true glory; others find true peace only in the afterlife; and others are brought back from death by companions with the powerful magical resources to perform such a miracle. For a rare few such arcanists, this trip to the great beyond and back brings a new enlightenment— a comprehension of the body and its individual parts that

transcends the understanding of those who have not experienced death and returned to tell the tale.

Effigy Master

30

Fascinated by the animating force of life itself, the effigy master is an expert in the imitation of true life. Through long study and experimentation, he learns to infuse his creations with a pseudolife far more resilient and vital than that which animates similar creations of other spellcasters. The effigy master brings to life sculptures made of clay, snow, wax, or mud, and uses this ability to create guardians, defenses, and even companions and cohorts. At the same time, the effigy master continues to study the secrets of magic, albeit at a slower pace.

Elemental Savant

32

Elemental savants study the basic building blocks of existence— air, earth, fi re, and water—learning to harness their powers. Eventually they transcend their mortal forms and become elemental beings.

Enlightened Fist

34

Not all monks pursue metaphysical perfection to the exclusion of all other study. Some monks combine a rigorous discipline of academic study with martial arts and development of the body. For these monks, that study includes the practice of magic and the implementation of certain arcane tricks into their unarmed combat styles. These enlightened fists master the use of touch spells, creating new forms of combat where their fi sts strike with blinding speed, phenomenal power, and magical energy.

Fatespinner

37

Some people are lucky; others are not. A few make their own luck. A fatespinner (also called a “mage of many fates”) has pulled back the curtain of chance, circumstance, and chaos to glimpse a deeper truth: probability. When one event occurs, innumerable possible ones do not as the universe blindly seeks balance. Through his newfound

understanding, the fatespinner satisfies that blind seeking—with prejudice. He can increase the probability of events in his favor.

Geometer

39

Runes, glyphs, sigils, and symbols hold great magical power. The geometer is the master of written magic and spells inscribed within a perfectly rendered diagram. While other spellcasters must record their spells in pages upon pages of cryptic formulae, the geometer knows that every spell has a perfect geometrical design, a figure whose angles and intersections hint at the secrets hidden in the structure of the multiverse.

Green Star Adept

41

Once each generation, the comet Alhazarde—the legendary Green Star—visits the night skies, a portent of great and terrible events. Beneath its emerald light, kings rise or fall, weird monsters and magical plagues appear to scour the land, and strange and ancient secrets are revealed. Glorious and sinister auroras glimmer in the dusk for weeks on end, and from time to time shooting stars of burning emerald fall from the sky. These fallen stars are the only known source of starmetal, a rare and precious ore infused with mighty magical power.

Initiate of the Sevenfold Veil

44

Colors are imbued with their own magical properties. Just as

exotic substances and mystic words have the power to repel certain creatures, colors also harbor innate properties that can be brought forth by the skilled mage, culminating in the perfection of the prismatic wall or prismatic sphere. Few spells match the beauty and power of these potent abjurations. They are perfect defenses, representing a union of magical lore and keen insight into the workings of nature.

Mage of the Arcane Order

48

Also called a “guildmage,” a member of this prestige class is a spellcaster who belongs to an academy and guild known as the Arcane Order. The academy is called the Order in casual conversation, or sometimes just “that college of wizardry.” It is both a school for fl edgling spellcasters and a guild for those of advanced knowledge and power.

Master Transmogrifist

51

Perhaps none of an arcane spellcaster’s mighty powers is so versatile, useful, or spectacular as the ability to change into something else entirely. The master transmogrifist is a sorcerer or wizard who has chosen to specialize in spells that change his form. The polymorph spell and other shapechanging transmutations offer the master transmogrifist the ability to become a fearsome juggernaut of physical battle, a swiftflying traveler, or the perfect spy.

Mindbender

54

Mindbenders seek to control the thoughts and dreams of others. From an early age, those destined to walk this path learn little tricks of manipulation to get their way. Later, they turn to spellcasting to enhance their already impressive skills at bluffi ng, intimidating, and otherwise dealing with people to their own advantage. Magic holds the promise of complete mental domination, and the mindbender realizes it spectacularly.

Seeker of the Song

56

Beyond magic, beyond sound, beyond good or evil, lies music so profound and powerful that even deities quake at its sound. This primal music—of unknown origin and with no limit to its power—is incomprehensible to the mortal ear. To some who hear a fragment of this music, it becomes beauty incarnate, and they devote their lives to its discovery. These seekers wield the power of music in ways that amaze even the most skilled bards.

Sublime Chord

60

Music is not just a pleasant sound; it is also the expression of mathematical relationships fraught with signifi cance. A member of the sublime chord prestige class sees music, even the powerful music of a skilled bard, as nothing more than a stepping-stone to true universal insight into the legendary song of creation heard at the dawn of time. Music and magic are actually one and the same, and an astute student who unravels the riddles of meter and pitch simultaneously reveals hidden secrets of great power.

Suel Arcanamach

63

The ancient Suel Empire was known for the great and terrible power wielded by its mighty archmages. Suloise sorcerers delved deep into arcane lore that other folk avoided, unearthing many dark and dangerous secrets in the process. The Suel Empire was ruled by noble families headed by mages of unsurpassed power, and the countless rivalries and vendettas between these families led to the rise of an elite school of combat training: the way of the arcanamach. Conditioned for loyalty, determination, and absolute obedience, arcanamachs were skillful warriors who studied arcane magic for the express purpose of learning how to slay powerful wizards.

Wayfarer Guide

65

The wayfarer guide focuses on honing her skill at instantaneous magical transportation. Unlike spellcasters of other prestigious associations, a wayfarer guide need not devote years of her life to the art of teleportation nor focus her attention overmuch on the pursuit of perfection. Still, she learns secrets of the trade that are available only through employment with the Wayfarers Union. The Union is, at its heart, a transportation service that specialty spellcasters provide for those willing to pay.

Wild Mage

68

Magic is one of the most capricious and unpredictable of all natural or supernatural forces in the universe. Attempts to codify spellcasting through arcane formulas, or to impose order on magic through the force of will, are essentially pointless—or so wild mages believe. Instead, those who would truly master magic must forget what they know and abandon their willful control of the arcane. Within this paradox lies the awesome power of wild magic.